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Symptom presentation and evolution in the first 48 hours after injury are associated with return to play after concussion in elite Rugby Union
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作者 Ross Tucker Matt Cross +7 位作者 Keith Stokes Lindsay Starling Rosy Hyman Simon Kemp Stephen West Martin Raftery Eanna Falvey James Brown 《Journal of Sport and Health Science》 SCIE CAS CSCD 2024年第3期387-397,共11页
Background:Return to play(RTP)in elite rugby is managed using a 6-stage graduated RTP protocol,which can result in clearance to play within 1 week of injury.We aimed to explore how symptom,cognitive,and balance presen... Background:Return to play(RTP)in elite rugby is managed using a 6-stage graduated RTP protocol,which can result in clearance to play within 1 week of injury.We aimed to explore how symptom,cognitive,and balance presentation and evolution during concussion screens 2 h(head injury assessment(HIA2)and 48 h(HIA3)after injury were associated with time to RTP)to identify whether a more conservative graduated RTP may be appropriate.Methods:A retrospective cohort study was conducted in 380 concussed rugby players from elite men’s rugby over 3 consecutive seasons.Players were classified as shorter or longer returns,depending on whether RTP occurred within 7 days(allowing them to be considered to play the match 1 week after injury)or longer than 8 days,respectively.Symptom,cognitive,and balance performance during screens was assessed relative to baseline(normal or abnormal)and to the preceding screen(improving or worsening).Associations between sub-test abnormalities and RTP time were explored using odds ratios(OR,longer vs.shorter).Median day absence was compared between players with abnormal or worsening results and those whose results were normal or improving.Results:Abnormal symptom results during screens 2 h and 48 h after concussion were associated with longer return time(HIA2:OR=2.21,95%confidence interval(95%CI):1.39-3.50;HIA3:OR=3.30,95%CI:1.89-5.75).Worsening symptom number or severity from the time of injury to 2 h and 48 h post-injury was associated with longer return(HIA2:OR=2.49,95%CI:1.36-4.58;HIA3:OR=3.34,95%CI:1.10-10.15).Median days absence was greater in players with abnormal symptom results at both HIA2 and HIA3.Cognitive and balance performance were not associated with longer return and did not affect median days absence.Conclusion:Symptom presentation and evolution within 48 h of concussion were associated with longer RTP times.This may guide a more conservative approach to RTP,while still adhering to individualized concussion management principles. 展开更多
关键词 Brain injury Concussion management General return to play Medical management
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Apex成了黑客play的一环
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作者 董宬元 《电子竞技》 2024年第6期70-71,共2页
设想一下,当你正在热血沸腾地观看一场电竞大赛,耳边不断传来激烈的枪声和急促的话语,紧张刺激的氛围几乎让你窒息。在这最扣人心弦的时刻,画面中的一个选手突然静止不动,双手高举,仿佛正在投降。然而,他的鼠标还在操作,并且子弹无限,... 设想一下,当你正在热血沸腾地观看一场电竞大赛,耳边不断传来激烈的枪声和急促的话语,紧张刺激的氛围几乎让你窒息。在这最扣人心弦的时刻,画面中的一个选手突然静止不动,双手高举,仿佛正在投降。然而,他的鼠标还在操作,并且子弹无限,透视全开。 展开更多
关键词 黑客 鼠标 play
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基于Conceptual Play Spaces理论的初中语文教育游戏设计 被引量:1
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作者 赵振帅 徐恩芹 《教育进展》 2023年第11期8270-8274,共5页
在真实的情境中教学可以促进学生的理解,对于初中生来说,他们需要一些具体形象的支撑,3D体验游戏可以将抽象的事物具体化,让学生感受到真实的世界。本文以Conceptual Play Spaces理论为基础,根据初中生的学习特征,设计教育游戏桃花源记... 在真实的情境中教学可以促进学生的理解,对于初中生来说,他们需要一些具体形象的支撑,3D体验游戏可以将抽象的事物具体化,让学生感受到真实的世界。本文以Conceptual Play Spaces理论为基础,根据初中生的学习特征,设计教育游戏桃花源记,激发学习者的学习兴趣,使学生沉浸在教育游戏情境中,提高学习者核心素养。 展开更多
关键词 教育游戏 Conceptual play Spaces理论 3D游戏
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Play therapy in children with autism:Its role,implications,and limitations 被引量:5
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作者 Reem Elbeltagi Mohammed Al-Beltagi +1 位作者 Nermin Kamal Saeed Rawan Alhawamdeh 《World Journal of Clinical Pediatrics》 2023年第1期1-22,共22页
Play is a pleasurable physical or mental activity that enhances the child’s skills involving negotiation abilities,problem-solving,manual dexterity,sharing,decision-making,and working in a group.Play affects all the ... Play is a pleasurable physical or mental activity that enhances the child’s skills involving negotiation abilities,problem-solving,manual dexterity,sharing,decision-making,and working in a group.Play affects all the brain's areas,structures,and functions.Children with autism have adaptive behavior,adaptive response,and social interaction limitations.This review explores the different applications of play therapy in helping children with autism disorder.Play is usually significantly impaired in children with autism.Play therapy is mainly intended to help children to honor their unique mental abilities and developmental levels.The main aim of play therapy is to prevent or solve psychosocial difficulties and achieve optimal child-healthy growth and development.Play therapy helps children with autism to engage in play activities of their interest and choice to express themselves in the most comfortable ways.It changes their way of self-expression from unwanted behaviors to more non-injurious expressive behavior using toys or activities of their choice as their words.Play therapy also helps those children to experience feeling out various interaction styles.Every child with autism is unique and responds differently.Therefore,different types of intervention,like play therapy,could fit the differences in children with autism.Proper evaluation of the child is mandatory to evaluate which type fits the child more than the others.This narrative review revised the different types of play therapy that could fit children with autism in an evidence-based way.Despite weak evidence,play therapy still has potential benefits for patients and their families. 展开更多
关键词 AUTISM play therapy CHILDREN Autism spectrum disorder Sensory integration therapy Art-play therapy Equine-partnered play therapy Child-centered play therapy Synergistic play therapy
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基于SAE模型和Play算子的矢量磁滞模型研究
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作者 马阳阳 李永建 +2 位作者 孙鹤 杨明 岳帅超 《电工电能新技术》 CSCD 北大核心 2023年第6期44-53,共10页
构建精确的矢量磁滞模型对电工装备电磁场数值分析是必要的。本文基于深度堆叠自编码器(SAE)模型结合磁滞算子空间理论提出了一种矢量磁滞模型。在模型结构中利用多个Play磁滞算子构建算子空间,样本中的磁场强度数据输入算子空间生成高... 构建精确的矢量磁滞模型对电工装备电磁场数值分析是必要的。本文基于深度堆叠自编码器(SAE)模型结合磁滞算子空间理论提出了一种矢量磁滞模型。在模型结构中利用多个Play磁滞算子构建算子空间,样本中的磁场强度数据输入算子空间生成高维磁化状态矢量数据。该数据作为SAE模型的输入,利用SAE模型表征磁化状态矢量数据与模型输出磁感应强度的复杂非线性关系。通过训练样本生成的数据构建训练集和训练模型,获得SAE模型的参数。对测试数据的拟合结果表明:构建的模型可以有效地描述铁磁材料在旋转磁化情况下的非线性特性和各向异性。同时,对模型施加螺旋励磁,输出表明构建的模型可以有效地体现材料的矢量磁化特性。 展开更多
关键词 磁滞模型 SAE模型 矢量play算子 磁滞算子空间理论
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国内外智能玩具研究及其在游戏化学习支架中的应用综述 被引量:2
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作者 梁玲琳 耿靖淳 《包装工程》 CAS 北大核心 2024年第4期1-15,共15页
目的对国内外智能玩具研究现状、智能玩具在游戏化学习支架的研究异同进行比较分析。方法梳理总结智能玩具的研究脉络、定义与特点。以2000一2023年,国内外智能玩具文献(中文257篇,英文235篇)为研究对象,采用文献计量法结合CiteSpace软... 目的对国内外智能玩具研究现状、智能玩具在游戏化学习支架的研究异同进行比较分析。方法梳理总结智能玩具的研究脉络、定义与特点。以2000一2023年,国内外智能玩具文献(中文257篇,英文235篇)为研究对象,采用文献计量法结合CiteSpace软件,对智能玩具研究进行可视化对比分析,明晰国内外智能玩具的研究现状和热点趋势。运用内容分析法分析归类研究案例,探讨国内外在研究智能玩具作为学习支架工具时研究重点、研究方法等方面的异同。结论国外智能玩具研究相比国内更集中,但两者都没有形成核心作者群。国内外关注的研究方向存在相似性但具体的研究侧重点有较大差异,国内研究关注儿童玩具智能化的交互形式和体验,国外则更重视技术创新在有形玩具载体中的多元应用。在智能玩具应用于支架式学习的研究中,国内外的项目研究也呈现出较大差别,国外注重智能玩具与实际教学场景的整合应用,关注技术创新、特殊群体需求,以及对学习成效的定量评估。国内研究则更强调智能玩具在非正式场景下对学龄前儿童的学习促进和发展、智能玩具与儿童交互的方式和策略,以及对本土文化的融入。 展开更多
关键词 智能玩具 教育支持 游戏化学习 学习支架
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数字时代大众文化中的“游戏性情感” 被引量:1
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作者 蒋磊 《广州大学学报(社会科学版)》 CAS 2024年第2期17-24,共8页
数字时代大众文化的典型特征之一是“游戏性”,正是通过游戏,网络大众重塑了感觉结构,使“游戏性情感”成为主导性情感模式。在“网抑云”文化现象中,忧郁感不仅是可分享的,更是可机械复制的,忧郁的书写者通过忧郁文字的复制性生产,实... 数字时代大众文化的典型特征之一是“游戏性”,正是通过游戏,网络大众重塑了感觉结构,使“游戏性情感”成为主导性情感模式。在“网抑云”文化现象中,忧郁感不仅是可分享的,更是可机械复制的,忧郁的书写者通过忧郁文字的复制性生产,实现了对忧郁的超越。在网络爽文中,引发愤怒与制造快感成为一种元叙事层的程序,读者对“爽点”的体验源于这种程序,无关正义。网络虐文的读者在阅读中“自找苦吃”,其阅读体验中的“痛感”是无意义的,是对痛苦的“玩弄”。游戏化是数字化环境中发生的“静悄悄的革命”,它可能改造网络大众的感觉结构,使之在游戏中形成“不严肃”的共有经验。当网络大众普遍达成了“玩游戏”的共识,就可能形成主体互认的、真正的“情感共同体”。因此,我们应当保卫“游戏场”。 展开更多
关键词 数字时代 游戏性情感 不严肃 游戏场
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Playing Sports Can Make Us Healthy
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作者 贺思雨 李欣(指导) 《中学生英语》 2023年第13期7-7,共1页
Hello!I’m 14 years old.I like sports very much because playing sports can make us healthy.Tennis is my favorite sport.I think it is very interesting.I play tennis with my sister after class.But I don’t like playing ... Hello!I’m 14 years old.I like sports very much because playing sports can make us healthy.Tennis is my favorite sport.I think it is very interesting.I play tennis with my sister after class.But I don’t like playing soccer.I think it is very difficult.Wei Dong is my classmate. 展开更多
关键词 FAVORITE SPORTS playING
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Distributed Nash Equilibrium Seeking Strategies Under Quantized Communication 被引量:2
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作者 Maojiao Ye Qing-Long Han +2 位作者 Lei Ding Shengyuan Xu Guobiao Jia 《IEEE/CAA Journal of Automatica Sinica》 SCIE EI CSCD 2024年第1期103-112,共10页
This paper is concerned with distributed Nash equi librium seeking strategies under quantized communication. In the proposed seeking strategy, a projection operator is synthesized with a gradient search method to achi... This paper is concerned with distributed Nash equi librium seeking strategies under quantized communication. In the proposed seeking strategy, a projection operator is synthesized with a gradient search method to achieve the optimization o players' objective functions while restricting their actions within required non-empty, convex and compact domains. In addition, a leader-following consensus protocol, in which quantized informa tion flows are utilized, is employed for information sharing among players. More specifically, logarithmic quantizers and uniform quantizers are investigated under both undirected and connected communication graphs and strongly connected digraphs, respec tively. Through Lyapunov stability analysis, it is shown that play ers' actions can be steered to a neighborhood of the Nash equilib rium with logarithmic and uniform quantizers, and the quanti fied convergence error depends on the parameter of the quan tizer for both undirected and directed cases. A numerical exam ple is given to verify the theoretical results. 展开更多
关键词 CONSENSUS distributed Nash equilibrium seeking projected gradient play quantized communication
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基于Conceptual Play Spaces理论的教育游戏设计——探究式教育游戏的情境设计 被引量:6
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作者 马颖峰 付亚丽 《电化教育研究》 CSSCI 北大核心 2012年第9期91-95,共5页
学生理解学科内容并将其转化为智能的最好方式之一,是"参与"到具体问题情境中学习,而精心设计的教育游戏可提供更加真实的"问题情境",有效增强"参与度"。本文在对Conceptual Play Spaces理论分析前提下,... 学生理解学科内容并将其转化为智能的最好方式之一,是"参与"到具体问题情境中学习,而精心设计的教育游戏可提供更加真实的"问题情境",有效增强"参与度"。本文在对Conceptual Play Spaces理论分析前提下,理清教育游戏"概念性玩耍空间"的设计要素,基此提出探究式教育游戏的情境设计,促使学生沉浸于丰富的情境,并有效地参与其中,力求使学习"自然发生",实现有意义的学习。 展开更多
关键词 CONCEPTUAL play Spaces理论 教育游戏 情境设计
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加拿大幼儿体育素养测评工具Pre PLAy解读及启示 被引量:6
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作者 赵雅萍 孙晋海 +1 位作者 陈思同 蔡捷 《成都体育学院学报》 CSSCI 北大核心 2021年第5期52-58,共7页
通过对目前较为成熟的加拿大幼儿体育素养测评工具Pre PLAy(Preschool Physical Literacy Assessment)进行研究后发现,其具有五个方面的特点,即测评对象聚焦生命周期的萌芽、测评内容体现体育素养的内涵、测评体系延续成熟工具的理念、... 通过对目前较为成熟的加拿大幼儿体育素养测评工具Pre PLAy(Preschool Physical Literacy Assessment)进行研究后发现,其具有五个方面的特点,即测评对象聚焦生命周期的萌芽、测评内容体现体育素养的内涵、测评体系延续成熟工具的理念、测评观察注重常规操作的便捷、测评标准反映个体旅程的独特。对我国的幼儿体育素养测评有两个方面的启示:一是在测评内容方面,强化对幼儿参与动机、运动能力和活动信心的衡量,激发幼儿“我想玩”的参与激情、“我会玩”的运动技能和“我能玩”的活动信心;二是在测评方式方面,关注“动起来”的日常和“练下去”的过程,提高测评可操作性和活动参与度,发挥测评全生命周期的长效作用。 展开更多
关键词 幼儿体育 体育素养 测量与评价 PRE play 加拿大
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基于Play策略的小型足球机器人角色分配设计 被引量:2
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作者 李鹏 李永新 +1 位作者 杜华生 杨杰 《自动化与仪表》 2006年第3期16-18,23,共4页
小型组足球机器人的决策系统是一个多智能体的协调控制系统,主要由视觉信息处理、协调策略、角色分配、动作实现等组成。文中对角色分配进行研究,提出了一种基于Play策略并与区域相关的角色分配方案,并阐述了决策系统下角色分配的整体... 小型组足球机器人的决策系统是一个多智能体的协调控制系统,主要由视觉信息处理、协调策略、角色分配、动作实现等组成。文中对角色分配进行研究,提出了一种基于Play策略并与区域相关的角色分配方案,并阐述了决策系统下角色分配的整体设计。实现了动态灵活的分配机制。 展开更多
关键词 足球机器人 决策系统 play策略 角色分配
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论竞技体育Fair Play精神的失去与维持 被引量:7
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作者 张志刚 鲁长会 《体育文化导刊》 北大核心 2005年第2期44-46,共3页
公平竞争是竞技体育的核心内容,但是在现代社会中却逐渐失去,本文通过总结其现象、分析原因从而提出解决对策。
关键词 竞技体育 FAIR play精神 公平竞争 体育暴力 运动训练
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冲突与共融——cosplay活动的文化性与商业性探析 被引量:17
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作者 刘胜枝 《中国青年研究》 CSSCI 北大核心 2006年第3期16-19,共4页
关键词 文化性 商业性 共融 冲突 角色扮演 play 现代社会 动漫 爱好者 青少年
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How to Improve Spoken English Teaching through Role play in College Schools in China 被引量:2
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作者 刘军 牛慧 《海外英语》 2012年第16期112-115,共4页
In the present competitive society, English becomes more and more important, and how to master English becomes one popular topic for everyone. English is a communicative tool, however, traditional teaching method used... In the present competitive society, English becomes more and more important, and how to master English becomes one popular topic for everyone. English is a communicative tool, however, traditional teaching method used in English teaching is not very suitable, and the traditional teaching is very boring and inefficient. The traditional teaching does not give students a real world situation to practice their English speaking and it does not cultivate their learning interests. This phenomenon continued in the students English learning for many years, and students can not use the English to communicate in their daily life. This phenomenon appears in oral English teaching in college schools as well, In order to solve the problems, the paper firstly describes the problem of English spoken teaching in college schools in Chi na. And then it analyzes the performance of problem and the cause of problems. The aim is that we find the problem and deficiency of Eng lish spoken teaching in college schools and use Role play as an effective way to solve these problems. Moreover, how to uses the role play specifically in the spoken English teaching, So that the role play can help teacher change traditional teaching method, enhance students’ oral communication ability, cultivate the students’learning interests and improve spoken English teaching in colleges. 展开更多
关键词 role play SPOKEN English TEACHING in COLLEGE schoo
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Ordovician reservoirs in Fuxian area:Gas accumulation patterns and their implications for the exploration of lower Paleozoic carbonates in the southern Ordos Basin
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作者 Ning Gu Juntao Zhang +2 位作者 Xiaohui Jin Fei Yang Lu Liu 《Energy Geoscience》 EI 2024年第1期63-71,共9页
In recent years,the Fuxian area in the southeastern Ordos Basin has undergone significant exploration,with industrial gas flow tested in wells drilled into the Ordovician marine carbonates.Despite this,the gas accumul... In recent years,the Fuxian area in the southeastern Ordos Basin has undergone significant exploration,with industrial gas flow tested in wells drilled into the Ordovician marine carbonates.Despite this,the gas accumulation patterns of this area are not fully understood,posing challenges for further exploration.Our analysis of geological conditions indicates that the Ordovician Majiagou Formation in this area hosts two gas plays:one found in weathering crusts and the other found in interior of the formation.We investigated various typical gas reservoirs in the area,focusing on differentiating the geological conditions and factors controlling gas accumulation in the weathering-crust and interior gas reservoirs.The results suggest three primary gas accumulation patterns in the Majiagou Formation in the Fuxian area:(1)upper gas accumulation in weathering crusts,present in the high parts of landforms such as residual paleo-hills or buried paleo-platform(Pattern I);(2)the stereoscopic pattern with gas accumulation in both weathering crusts and strata interior,arising in high parts of landforms such as residual paleo-hills or buried paleo-platforms(Pattern II);(3)lower gas accumulation in strata interior,occurring in the upper reaches and on both sides of paleo-trenches(Pattern III).This study will serve as a geological basis for future exploration deployment in the Fuxian area. 展开更多
关键词 Gas accumulation ORDOVICIAN Weathering crust play Interior play Fuxian area The ordos basin
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Increased number of symptoms during the acute phase of SARS-CoV-2 infection in athletes is associated with prolonged time to return to full sports performance—AWAREⅧ
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作者 Carolette Snyders Marlise Dyer +2 位作者 Nicola Sewry Esme Jordaan Martin Schwellnus 《Journal of Sport and Health Science》 SCIE CAS CSCD 2024年第3期280-287,I0001,共9页
Purpose The aim of the study was to identify factors associated with prolonged time to return to full performance(RTFP)in athletes with recent severe acute respiratory syndrome coronavirus 2(SARS-CoV-2)infection.Metho... Purpose The aim of the study was to identify factors associated with prolonged time to return to full performance(RTFP)in athletes with recent severe acute respiratory syndrome coronavirus 2(SARS-CoV-2)infection.Methods Prospective cohort study with cross sectional analysis.A total of 84 athletes with confirmed SARS-CoV-2 infection assessed at a coronavirus disease 2019 recovery clinic gave a history of age,sex,type/level of sport,co-morbidities,pre-infection training hours,and 26 acute SARS-CoV-2 symptoms from 3 categories(“nose and throat”,“chest and neck”,and“whole body”/systemic).Data on days to RTFP were obtained by structured interviews.Factors associated with RTFP were demographics,sport participation,history of co-morbidities,pre-infection training history,and acute symptoms(type,number).Outcomes were:(a)days to RTFP(median,interquartile range(IQR))in asymptomatic(n=7)and symptomatic athletes(n=77),and(b)hazard ratios(HRs;95%confidence interval)for symptomatic athletes with vs.without a factor(univariate,multiple models).HR<1 was predictive of higher percentage chance of prolonged RTFP.Significance was p<0.05.Results Days to RTFP were 30 days(IQR:23–40)for asymptomatic and 64 days(IQR:42–91)for symptomatic participants(p>0.05).Factors associated with prolonged RTFP(univariate models)were:females(HR=0.57;p=0.014),endurance athletes(HR=0.41;p<0.0001),co-morbidity number(HR=0.75;p=0.001),and respiratory disease history(HR=0.54;p=0.026).In symptomatic athletes,prolonged RTFP(multiple models)was significantly associated with increased“chest and neck”(HR=0.85;p=0.017)and“nose and throat”(HR=0.84;p=0.013)symptoms,but the association was more profound between prolonged RFTP and increased total number of“all symptoms”(HR=0.91;p=0.001)and“whole body”/systemic(HR=0.82;p=0.007)symptoms.Conclusion A larger number of total symptoms and specifically“whole body”/systemic symptoms during the acute phase of SARS-CoV-2 infection in athletes is associated with prolonged RTFP. 展开更多
关键词 ATHLETES COVID-19 Performance Recovery Return to play
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Role Play在商务谈判技能培训中的应用研究 被引量:2
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作者 张小兰 《职大学报》 2014年第6期120-121,32,共3页
本文主要介绍Role Play的含义,理论依据,功能,组织与应用,并且详细地介绍了Role Play在商务谈判技能培训中的具体应用方法。
关键词 ROLE play 商务谈判 角色扮演
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Leveraging User-Generated Comments and Fused BiLSTM Models to Detect and Predict Issues with Mobile Apps
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作者 Wael M.S.Yafooz Abdullah Alsaeedi 《Computers, Materials & Continua》 SCIE EI 2024年第4期735-759,共25页
In the last decade, technical advancements and faster Internet speeds have also led to an increasing number ofmobile devices and users. Thus, all contributors to society, whether young or old members, can use these mo... In the last decade, technical advancements and faster Internet speeds have also led to an increasing number ofmobile devices and users. Thus, all contributors to society, whether young or old members, can use these mobileapps. The use of these apps eases our daily lives, and all customers who need any type of service can accessit easily, comfortably, and efficiently through mobile apps. Particularly, Saudi Arabia greatly depends on digitalservices to assist people and visitors. Such mobile devices are used in organizing daily work schedules and services,particularly during two large occasions, Umrah and Hajj. However, pilgrims encounter mobile app issues such asslowness, conflict, unreliability, or user-unfriendliness. Pilgrims comment on these issues on mobile app platformsthrough reviews of their experiences with these digital services. Scholars have made several attempts to solve suchmobile issues by reporting bugs or non-functional requirements by utilizing user comments.However, solving suchissues is a great challenge, and the issues still exist. Therefore, this study aims to propose a hybrid deep learningmodel to classify and predict mobile app software issues encountered by millions of pilgrims during the Hajj andUmrah periods from the user perspective. Firstly, a dataset was constructed using user-generated comments fromrelevant mobile apps using natural language processing methods, including information extraction, the annotationprocess, and pre-processing steps, considering a multi-class classification problem. Then, several experimentswere conducted using common machine learning classifiers, Artificial Neural Networks (ANN), Long Short-TermMemory (LSTM), and Convolutional Neural Network Long Short-Term Memory (CNN-LSTM) architectures, toexamine the performance of the proposed model. Results show 96% in F1-score and accuracy, and the proposedmodel outperformed the mentioned models. 展开更多
关键词 Mobile apps issues play store user comments deep learning LSTM bidirectional LSTM
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“play+stay”理念在营口理工学院网球课中的应用研究 被引量:1
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作者 徐洋 《科技创新导报》 2015年第11期104-105,共2页
2007年2月ITF正式发起了一项意在增加全球网球参与性的运动——play+stay。它的目标是使网球这项运动更容易、更有趣和更健康。并保证每一位初学者在第一堂课中都能够掌握发球、对打和得分的能力。"play+stay"的理念主要包括... 2007年2月ITF正式发起了一项意在增加全球网球参与性的运动——play+stay。它的目标是使网球这项运动更容易、更有趣和更健康。并保证每一位初学者在第一堂课中都能够掌握发球、对打和得分的能力。"play+stay"的理念主要包括5部分:网球是简单的;网球是有趣的;网球比赛是有趣的;网球是健康的;网球适合所有人。营口理工学院于2012年开始设置了网球课程,并与2014—2015学年引入了"play+stay"理念并结合自身的特点和教学经验进行了教学实验,得出以下结论:(1)"play+stay"理念非常适合高校网球教学。(2)同学们的学习热情显著提高,网球技能水平达到了教学目标的要求。(3)"play+stay"理念应与高校自身的特点相结合才能发挥最大的优势。 展开更多
关键词 play+stay 营口理工学院 实验研究 网球课
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